Forging Campaign

Discussion about modding Halo 3.
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Post by Veegie »

neodos wrote:And no i can't make tools anyway i don't have the knowledge i told you, while i am writing this i am doing more stuff other then modding, i don't feel like learning programming i suck at maths and it's boring.
i.e. I hardly have any ground for any statements that I make and demands that I make. Said demands are made because I'm too lazy to take action for myself so I'm going to sit here and cry using the verbatim-equivalent of an infant.
neodos wrote:Can't be considered as spam, i am being respectful, i didn't used wonrg words, i am not attacking, i am just saying, now you read it if you want, this is not a stickied post and you think whatever you want but you can't put me on RC for this.

K. thanks. bye.
Honestly what the fuck...
I know people that have only begun to learn the English language for a few months and they're managed better than you, ten fold.
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Post by neodos »

Mhh strange you are the only person who doesn't understand what i write :/
I write everyday on aim with english persons and they all understand what i say, some help me to correct some misspelled words, but you, meh you should re read twice and think.
Yes i write fast as i said i do many things at the same time with a computer, just like everyone i guess, so yes i make errors writing in english but i know that you can understand you are just doing like you don't because you have nothing constructive to say against what i stated.

And yeah it's pretty much what i said, i don't want to learn programming i do research not programming, just like some do programming not modding, that seems obivious and perfectly normal, thing is i share my research with programmers, but it doesn't seem to work in the other way for h3 :/




Oh what about all the rest you only quote things to humiliate?
Gabe_k there's a value on the game variant or forge save which defines the map, so yes maybe it would "add" the variant to the menu with the sp maps who knows, and mod checkpoitns that perfectly possible, then some others persons can join the modder and play coop mods.

xzodia wrote:
kornman00 wrote:
xzodia wrote: yea so forging wouldnt work but it would be good just to get the map to load for custom games
yet the campaign maps don't reference any of the multiplayer ui tags either so that still won't work without being able to build new maps...
They don't need to reference the multiplayer ui tags :?
Did you miss a few months ago when I did this for h2?
Campaign maps are maps. Multiplayer maps are maps. That's really all there is to it.

Also, neodos has done nothing but good for modding and he's not whining. He's stating the facts.
gabe_k wrote:
neodos wrote:Trying to load an SP as an MP map by a variant means just changing one value and testing, it isn't nothing hard to test it.
You'd need to modify the menu to list the single player maps in forge, which would require a .map resigner.
Prove it. For all we know the variant could show up under a blank name.
Thanks XZodia.
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Post by kornman00 »

xzodia wrote:
kornman00 wrote:
xzodia wrote: yea so forging wouldnt work but it would be good just to get the map to load for custom games
yet the campaign maps don't reference any of the multiplayer ui tags either so that still won't work without being able to build new maps...
They don't need to reference the multiplayer ui tags :?
Did you miss a few months ago when I did this for h2?
Campaign maps are maps. Multiplayer maps are maps. That's really all there is to it.
The UI code is designed around a specific setup which must be followed in the tags. If you don't follow certain definitions, or even provide required tag definitions, you can potentially break the game or at least cause all sorts of blamage to run amok.
This is a newer engine, don't assume what you could do for Halo 2 can be done the same way, or at all in Halo 3. And to answer your question, no I didn't see what you for Halo 2, I really don't keep up with the modding community, especially Halo 2 anymore.
Right, the cache files are what they are, never tried saying otherwise. However, the game expects things and interprets the cache files differently depending on the type.
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Post by gabe_k »

Yes, I know that there's a value that defines what map it's for. I know we don't know what it would do, but it honestly makes no sense that it would just appear there. If I were to make a guess about what, if anything it would do, I would say it would appear in the campaign menu like the rally points.
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Post by Tural »

neodos wrote:Halomods "Community" eh.
neodos wrote:Forum index » Halo 3 » Programming for the l33t's Discussion
neodos wrote:but it doesn't seem to work in the other way for h3 :/
This is the exact bullshit that will get you banned. Punishment can, and will, be issued for people not breaking a specific rule. Go read Iron_Forge's post about idiocy and rules. You constantly incite arguments about people not releasing information or whatever, you do. There is no objection to that. Nearly every time you mention this, you start an argument. You are a detriment to this board when you do that, and you need to stop, as you have been told countless times. I have full grounds to issue punishment on the sheer number of times I've had to tell you this, so consider yourself lucky that I haven't yet. If you're so pissed off about people not sharing, then leave. Nobody wants to hear to continuous annoyance of you whining about it.

This is a final warning. Another bit of you complaining about someone not sharing information, programs, whatever [you know exactly what I'm talking about], and you're gone. No other member has gotten this many chances to shape up; get to it.
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Post by xbox »

I either don't think it will appear at all or it will appear under a blank name in one of the map categories (campaign or multiplayer)
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Post by xzodia »

kornman00 wrote:This is a newer engine, don't assume what you could do for Halo 2 can be done the same way, or at all in Halo 3.
I'm not assuming I'm asking nicely, that someone spend a few minutes to test an idea.
kornman00 wrote:And to answer your question, no I didn't see what you for Halo 2, I really don't keep up with the modding community, especially Halo 2 anymore.
Well, all it took to load a campaign map in h2 was changing 2 dependencies, and assuming the h3 setup is at all similar, I think they might load without any editing.
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Post by Tural »

xzodia wrote:Well, all it took to load a campaign map in h2 was changing 2 dependencies, and assuming the h3 setup is at all similar, I think they might load without any editing.
But that's illogical. You're saying "I know it works only if you change some stuff, but now it might work without those changes, just because." For there to be any consistency in your logic, you would have to defend that it would require changes now too.
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Post by neodos »

Right just as illogical as saying it won't work without testing.
Open an H3 SP map and check your argument isn't based on anything too, mine is based on the fact that all here is based on theory and nothing at the same time.

Also yeah this is stupid, just someone take 5 minutes to test changing the map id on a gametype to an SP map id.
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Post by Tural »

neodos wrote:Right just as illogical as saying it won't work without testing.
Considering the two situations are completely irrelevant, I'm going to have to say that comparison is absurd.
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Post by neodos »

Tural wrote:
neodos wrote:Right just as illogical as saying it won't work without testing.
Considering the two situations are completely irrelevant, I'm going to have to say that comparison is absurd.
that's what i am saying like yours.

i PMed because i didn't want to go offtopic again sry.
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Re: re

Post by Tural »

neodos wrote:that's what i am saying like yours.
That didn't even make sense. I assume you're saying it's irrelevant like mine, in which case, the response is "No." You're just being defensive with the typical "No you are" technique.
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Post by xzodia »

Tural wrote:
xzodia wrote:Well, all it took to load a campaign map in h2 was changing 2 dependencies, and assuming the h3 setup is at all similar, I think they might load without any editing.
But that's illogical. You're saying "I know it works only if you change some stuff, but now it might work without those changes, just because." For there to be any consistency in your logic, you would have to defend that it would require changes now too.
Actually, I do have a reason for thinking it might not require any changes.

In h2 all maps had 4 slots for player bipds. SP maps used the 1st 2 and MP maps used the 2nd 2. The SP maps could be made to work in MP by fixing the 2nd 2 chunks. H3 has 4 SP bipds. Therefore, if h3 maps use the same 4 slots method, the chunks are already in working order.
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Post by Tural »

Well then.
I don't know this particular information so I cannot confirm nor deny it, so I will simply take your word.
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Post by gabe_k »

neodos wrote:Also yeah this is stupid, just someone take 5 minutes to test changing the map id on a gametype to an SP map id.
Certainly, I know exactly what the values for the campaign maps are, let me just get out my CON resigner.
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Post by Tural »

gabe_k wrote:Certainly, I know exactly what the values for the campaign maps are, let me just get out my CON resigner.
You can stop instigating conflicts too. He is obviously talking about people who have such a tool, and you have no grounds to be condescending about the situation towards him. :roll:
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Post by shade45 »

Just checked and the map id is located at 0x3C in the mapinfo files.

I don't think it would work either. But like I said, I think the best way to do any campaign mods would be to modify the campaign info in your personal profile. If anything should be tested it should be that first.
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Post by Nuklearrabbit »

So you're basically saying that we can test this by getting the profile file and hex edit the tags like we do for usermaps and get it rehashed and resigned? That's it?
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Post by grimdoomer »

Nuklearrabbit wrote:So you're basically saying that we can test this by getting the profile file and hex edit the tags like we do for usermaps and get it rehashed and resigned? That's it?
He said that it would be more logical to test modding the info files first. The ones we still need to research.
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Post by Tural »

In theory, to an extent, that could work. It obviously wouldn't have the amount of data usermaps have (Each object's location isn't stored and whatnot, just main objects I would assume), but there would be things like vehicles and whatnot that could be swapped, I imagine.
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